“surrounded” starts feel like having to be a gunslinger with accuracy/poise of a sniper, and lithe agility of a ninja!

“surrounded” starts seem impossible, writing that off for now to focus on basic maze navigation

exagerated movements that don’t seem efficient are necessary for keeping as much distance as possible from robot shots. swing corners wide by going toward point of corner is often useful

Robots shoot at angles so fast it hampers their vertical movement into firing position, sometimes exagerated movements to get out of their shoot zone is necessary so they will keep moving into desired positions.

importance of doing exagerated movements to get robots to run into each other or wall is valuable. one less gun battle to potentially lose, with Otto hot on the trail

Otto is slow enough when still robots on screen that it isn’t too bad to walk around in a circle, in open spaces.

some maze setups will block you into a hiding spot until Otto comes, UNLESS you take a calculated angle shot, hopefully with the assisted protection of a wall.

swaying odds- best to kill vertical robots on left side of a barrier, and take head shots at top of vertical barriers, and guide groups of robot into robots and walls to avoid fighting. fight like a chicken…

came across a series of starts with minimal robots and vertical wall out front where had to circle otto at start

Robots turned pinkish red at 111,500 points. don’t recall seeing red robots since early in game. Went to Red at 117k, then light blue at 119k.

surviving shots that go through neck, which is pure luck and indicating the leg shots need more speed/timing

Discovered a trick- on shooting robots hidden on vertical walls. draw them out far enough to right that they start walking forward along vertical wall then they are stuck from hiding, which gives you more time to shoot them on the left side.

Have run into a couple of situations where controls for player are unresponsive- player and shots refuse to work, while robots are shooting away. or player movement won’t stop until flurry of robot shots ends. reminds me of Defender reverse button problem where processing order loses the reverse on busy screens

Decided to stop at 160k because I realized the overly intense reflex start stuff was causing me to play timidly, contrary to the skill set I was working on building. Especially, avoiding strategic angle shots.

To do- Need to map out the starting maze setup around the player to show some basic easy setups.

SUMMARY VIEW- success at fast bullets might show extreme mastery by seasoned veteran Berzerk players, but the spirt and heart of the game for the average player appears to be better showcased in the original design iteration of slow bullets

Default settings

Success! Played a default game of fast bullets to 14,510 (11,330 on first man)

15k would be my gauge of success for being able to enjoy the strategy of the game

To progress further is going to require much more maze familiarity and visual discrimination of the gunslinger setups at the start of maze. back to slow bullets…..